*''Lightning Storm'' - Matriarch cease movement, exposes device located over her head and emits an electrical explosion shortly after.

*''Lightning Storm'' - Matriarch cease movement, exposes device located over her head and emits an electrical explosion shortly after.

*''Plasma Cannon'' - a long range beam that causes moderate Fire damage to players within short intervals.

*''Plasma Cannon'' - a long range beam that causes moderate Fire damage to players within short intervals.

−

*''Tesla Blast'' - powerful ranged shot of electricity.

+

*''Tesla Blast'' - powerful ranged shot of electricity. The electricity is chained to nearby players should they be close to initial target. Players hit by chained damage will spread it even further.

*''Scorpion Whip'' (grab) - Matriarch pulls player towards her. Does no damage on its own but melee attack that comes next might be fatal. This attack will only be available to her once her left hand armor (which is the cannon) is destroyed.

*''Scorpion Whip'' (grab) - Matriarch pulls player towards her. Does no damage on its own but melee attack that comes next might be fatal. This attack will only be available to her once her left hand armor (which is the cannon) is destroyed.

*''Warning Siren'' - available to her at late phases. Similar to [[Siren (Killing Floor 2)|Siren]]'s scream but with greatly amplified damage and range.

*''Warning Siren'' - available to her at late phases. Similar to [[Siren (Killing Floor 2)|Siren]]'s scream but with greatly amplified damage and range.

*Matriarch might as well swap her enemy with whatever human player she will bump into during the movement to her current target.

*Matriarch might as well swap her enemy with whatever human player she will bump into during the movement to her current target.

*Should the player destroy her Cannon Matriarch will become unable to execute Plasma Cannon and Tesla Blast attacks but will, instead, get an ability to grab players with her tentacle (Scorpion Whip attack).

*Should the player destroy her Cannon Matriarch will become unable to execute Plasma Cannon and Tesla Blast attacks but will, instead, get an ability to grab players with her tentacle (Scorpion Whip attack).

−

*Despite the [[Mechanics_(Killing_Floor_2)#Gameplay_-_Parrying|parry]] resistance of only 1 quite a lot of Matriarch's melee attacks cannot be interrupted by design. Blocking and parrying her attacks will mitigate the damage but will not cause her to stumble. Tentacle grab attack can always be interrupted, even by knife.

+

*Matriarch has [[Mechanics_(Killing_Floor_2)#Gameplay_-_Parrying|parry resistance]] of 4 however quite a lot of her melee attacks cannot be interrupted by design. Blocking and parrying her attacks will mitigate the damage but will not cause her to stumble. Tentacle grab attack can always be interrupted by parrying with a weapon that has sufficient parry strength.

*When moving Matriarch can do bump damage to ZEDs just by touching them (although ZEDs on her path will likely attempt to evade the threat). Base amount of the damage is 270, multiplied by x2 if Matriarch is sprinting and also multiplied by Matriarch's difficulty settings. All ZEDs take full damage, Scrake - only 10% of it, Quarter Pound - 25%, Fleshpound - 0%. If by the moment of bump ZED will be having less body health than incoming bump damage, this ZED will knocked down if it would manage to survive (Rioter, for example, as it armor will absorb the damage). Otherwise, if ZED will be having enough health to survive the bump, instead it will stumble. ZEDs damaged in this manner will NOT be considering their bumper as an enemy.

*When moving Matriarch can do bump damage to ZEDs just by touching them (although ZEDs on her path will likely attempt to evade the threat). Base amount of the damage is 270, multiplied by x2 if Matriarch is sprinting and also multiplied by Matriarch's difficulty settings. All ZEDs take full damage, Scrake - only 10% of it, Quarter Pound - 25%, Fleshpound - 0%. If by the moment of bump ZED will be having less body health than incoming bump damage, this ZED will knocked down if it would manage to survive (Rioter, for example, as it armor will absorb the damage). Otherwise, if ZED will be having enough health to survive the bump, instead it will stumble. ZEDs damaged in this manner will NOT be considering their bumper as an enemy.

*Tesla blast spreads electricity to nearby players. Maximum distance from initial target to get hit - 6.5m. Players hit by chained damage will spread it even further. ZEDs are also affected by chain reaction.

==Gallery==

==Gallery==

Latest revision as of 19:51, 15 May 2020

Formerly known as Rachel Clamely, a Patriarch's daughter, the Matriarch is one of the five bosses faced at the end of a standard Killing Floor 2 survival game. Completely legless, oversized and heavily mutated she is embeded into mech powersuit bearing wide variety of weapons for her disposal on a board.

During the combat she is heavily relying on her mech-suit devices and abilities including armor, shield, cloaking tech, ranged attacks emitted through her arm cannon. Once sufficient damage is dealt to Matriarch she will swap some of her tools with the others which will gradually change the pace of the combat from long range engagements to close range encounters.

She is also unique to change her targets depending on amount of the damage dealt to her.

We have some good news! We are not sure how, but the “good” Dr. survived the incident in the London Underground, however that is about the end of the jovial news here. Much as the literary case of Dr. Jekyll and Mr. Hyde, the doctor we once knew has changed, and not for the better!

What little intel we have managed to gather so far suggests that, much like her father, she began to dabble in human modification to better battle the threat of the Patriarch and his clone army. Her results seemed to have fared about as well in the mental stability department, so good luck trying to reason with her.

It appears our “Matriarch” here is behind the recent E.D.A.R incursion and has been seen commanding them out in the field. And it looks like she is on the hunt mercs, so get ready for this engagement. If you can’t run, come loaded for Mech Suit.

Mercs, keep an eye out for the capabilities of this suit, it is not to be underestimated. Reported functionality:

Electromagnetic shielding (Get blasting)

Mechanical Claw - a powerful grappling arm (Rated to crush a tank)

Plasma cannon (Official notes just say: Ouch!!)

Multiple electric capabilities (both regional and arcing from target to target at range) from the device mounted on the back. (The lab coats are calling these the lighting storm and tesla blast)

And cloaking technology built-in as well (this has been reported to not be functional while shielding is still active)

And we wouldn’t be surprised if she has some other secrets lurking. We would wish you luck mercs, but we fear that won’t be enough.

Base Statistics

Normal

Hard

Suicidal

Hell on earth

Kill Reward

500

500

500

500

XP

1291

1694

1790

1843

Base Health (body)

4900

6300

7000

8400

For kill reward calculations read Dosh Mechanics. The Matriarch does not have head health as she cannot be decapitated. Under normal circumstances it is impossible to do anything with the bounty earned from killing her other than to throw it around in post-victory idle time.

Health

The Matriarch has her health value scaled accordingly to the number of players in the game. The increase in health value is 50% per player. Her base health value is 4900 on Normal, 6300 on Hard, 7000 on Suicidal, and 8400 on Hell on Earth. The value is determined by the number of players that are alive when the Matriarch spawns.

Health

Players / Difficulty

Normal

Hard

Suicidal

Hell on earth

1 player

4900

6300

7000

8400

2 players

7350

9450

10500

12600

3 players

9800

12600

14000

16800

4 players

12250

15750

17500

21000

5 players

14700

18900

21000

25200

6 players

17150

22050

24500

29400

Shield and Armor

Matriarch is protected by shield. As long as it is active it will be absorbing all incoming damage. Shield takes full damage: hitzone modifiers, damage resistance and player's perks and bonuses do not affect the damage it takes at all - it always takes damage equal to weapon's default damage value. Her head and left claw (cannon) are also protected by armor which is the second to take damage (once shield is disabled or destroyed). Armor does have weaknesses and / or resistances.

Shield HP

Players / Difficulty

Normal

Hard

Suicidal

Hell on earth

1 player

1400

2700

4500

6720

2 players

2100

4050

6750

10080

3 players

2800

5400

9000

13440

4 players

3500

6750

11250

16800

5 players

4200

8100

13500

20160

6 players

4900

9450

15750

23520

Matriarch's head and left claw are her vulnerable spots, initially both of these zones are protected by armor. Players may destroy each of them should the sufficient damage be applied. However it is should be noted that as the battle continues each of these armor pieces will be automatically broken once Matriarch is at Battle Phase 3 (below 50% health). Destroying both of the armor pieces prematurely will automatically trigger her Battle Phase 3, regardless of current health percentage.

Should the player destroy her Cannon Matriarch will become unable to execute Plasma Cannon and Tesla Blast attacks but will, instead, get an ability to grab players with her tentacle (Scorpion Whip attack).

Head armor HP

Players / Difficulty

Normal

Hard

Suicidal

Hell on earth

1 player

1400

2700

4500

6720

2 players

2100

4050

6750

10080

3 players

2800

5400

9000

13440

4 players

3500

6750

11250

16800

5 players

4200

8100

13500

20160

6 players

4900

9450

15750

23520

Cannon armor HP

Players / Difficulty

Normal

Hard

Suicidal

Hell on earth

1 player

1225

1575

1750

2100

2 players

1837

2362

2625

3150

3 players

2450

3150

3500

4200

4 players

3062

3937

4375

5250

5 players

3675

4725

5250

6300

6 players

4287

5512

6125

7350

Hitzones

Matriarch is a real tank - most of her body parts are extremely resistant to damage. The only weak spots she has are her head and the left lower arm (claw). But these are covered with the armor which needs to be taken care of first (note that her left arm armor is in fact a cannon, once it is broken she will not be able to execute her Plasma Cannon and Tesla Blast attacks). Her other weak spots are the moving device over her head that she uses for Lightning Storm and Warning Siren attacks and, for some reason, rather small, barely notable and counter-intuitive - a left shoulder pad (but not the right one), shooting either of these zones causes no damage reduction.

Her armored zones do not have specific damage multipliers, they do in fact share the same hit boxes as the body parts they cover. For details on calculation of damage to ZED's armor refer to step 2 of "ZEDs - Damage to take" mechanic.

Hitzone

Damage Multiplier

Head (once the armor is destroyed)

x1.3

Tesla device over the head

x1

Headlights over the head

x0.25

Spine

x0.25

Right shoulder

x0.25

Right upper arm

x0.5

Right (metal) claw

x0.25

Left shoulder

x1

Left upper arm

x0.5

Left lower arm (once the armor is destroyed)

x1

The claw (once the armor is destroyed)

x1.3

Chest

x0.25

Groin

x0.5

Legs

x0.25

Battle Phases

Each time Matriarch takes damage she evaluates a possibility to change her battle phase. Matriarch begin with the Phase 1 and once her shield is destroyed she will automatically change her battle phase to Phase 2. If both of her armor pieces are destroyed she will automatically change the battle phase to Phase 3. Regadless of aforementioned actions she will be changing battle phases depending on her current health percentange: Phase 2 - 75%, Phase 3 - 50%, Phase 4 - 25%. Upon reaching Phase 3 (or further) Matriarch's armor (both - head and claw) will automatically break, regardless of the remaining amount. Her signature minions - E.D.A.Rs - are being summoned upon changing the battle phase. Her shield is only active during the Phase 1 and does not operate past that phase.

Minions

Amount of E.D.A.Rs to spawn depends on how many players present of the server. It is a value of Base Amount x Per-Player Mod, where Base Amount is 3-5 (depending on player count) and Per-Player Mod is 1p - 1, 2p - 1.5, 3p - 1.5, 4p - 1.875, 5p - 1.875, 6p - 2.

ZED Squads to spawn during the Matriarch wave

Normal

Hard

phase 1

Blaster1

phase 1

Blaster1

phase 2

Bomber1

phase 2

Bomber1

phase 3

Blaster1_Bomber1

phase 3

Blaster1_Bomber1

Suicidal

HOE

phase 1

Blaster1

phase 1

Blaster2_Trapper1

phase 2

Bomber1

phase 2

Bomber2_Trapper1

phase 3

Blaster1_Bomber1

phase 3

Blaster1_Bomber1_Trapper1

Number next to E.D.A.R type specifies quantity.

Attacks

The variety of attacks for Matriarch's disposal depends on her current Battle Phase and most importantly on the distance between her and her target. At Battle Phase 1 and 2 she heavily relies on ranged attacks with her Plasma Cannon and Tesla Blast both emitted from her left arm cannon which also acts like an armor. Once she is down to Phase 3 the cannon is no longer operational and she changes her tactic to close range engagements. Following attacks available to her, besides regular melee strikes:

Claw Sweep - powerful melee attack that covers 360 degrees area.

Lightning Storm - Matriarch cease movement, exposes device located over her head and emits an electrical explosion shortly after.

Plasma Cannon - a long range beam that causes moderate Fire damage to players within short intervals.

Tesla Blast - powerful ranged shot of electricity. The electricity is chained to nearby players should they be close to initial target. Players hit by chained damage will spread it even further.

Scorpion Whip (grab) - Matriarch pulls player towards her. Does no damage on its own but melee attack that comes next might be fatal. This attack will only be available to her once her left hand armor (which is the cannon) is destroyed.

Warning Siren - available to her at late phases. Similar to Siren's scream but with greatly amplified damage and range.

For the duration of either of Matriarch's attacks she temporary disables her shield or cloak.

Should sprint if distance to player laying between 15 and 10000000 meters (1500 units < distance < 1000000000 units). Evaluation of sprint capabilities happens each time Matriarch plays either of her attacks meaning that she can still sprint within distances closer than 15m from players but cannot start sprinting until sufficient distance achieved (e.g. right after melee attack).

Otherwise, past first phase she is free to sprint.

Walking speed (per difficulty)

(270 - 300) x (0.9 / 0.95 / 0.95 / 0.95) x (1 / 1 / 1 / 1)

Running speed (per difficulty)

(585 - 715) x (0.9 / 0.95 / 0.95 / 0.95) x (1 / 1 / 1 / 1)

Hidden speed

600

Sprint chance

Normal - 1 / Hard - 1 / Suicidal - 1 / HOE - 1

Sprint chance (when damaged)

Normal - 1 / Hard - 1 / Suicidal - 1 / HOE - 1

In multiplayer (when there is more than 1 player at server) The Matriarch will gain 20% bonus movement speed every minute if only one player is left alive, up to a cap of 30%. He will also gain the ability to break down unwelded doors by running into them.

For comparison, by default a healthy player character with the minimal weight walks at speed of 383 units/s, and sprints at speed of 460 units/s.

Miscellaneous Information

When her shield or either of armor pieces is getting destroyed she gets stumbled. She also gets stumbled each time she changes battle phase.

Within 8-10 second intervals Matriarch re-evaluates and changes enemies: whoever had caused the highest amount of damage to her during the last evaluation period is likely to become her new target.

Matriarch might as well swap her enemy with whatever human player she will bump into during the movement to her current target.

Should the player destroy her Cannon Matriarch will become unable to execute Plasma Cannon and Tesla Blast attacks but will, instead, get an ability to grab players with her tentacle (Scorpion Whip attack).

Matriarch has parry resistance of 4 however quite a lot of her melee attacks cannot be interrupted by design. Blocking and parrying her attacks will mitigate the damage but will not cause her to stumble. Tentacle grab attack can always be interrupted by parrying with a weapon that has sufficient parry strength.

When moving Matriarch can do bump damage to ZEDs just by touching them (although ZEDs on her path will likely attempt to evade the threat). Base amount of the damage is 270, multiplied by x2 if Matriarch is sprinting and also multiplied by Matriarch's difficulty settings. All ZEDs take full damage, Scrake - only 10% of it, Quarter Pound - 25%, Fleshpound - 0%. If by the moment of bump ZED will be having less body health than incoming bump damage, this ZED will knocked down if it would manage to survive (Rioter, for example, as it armor will absorb the damage). Otherwise, if ZED will be having enough health to survive the bump, instead it will stumble. ZEDs damaged in this manner will NOT be considering their bumper as an enemy.

Tesla blast spreads electricity to nearby players. Maximum distance from initial target to get hit - 6.5m. Players hit by chained damage will spread it even further. ZEDs are also affected by chain reaction.